編輯:關於Android編程
本例子包含若干shader文件,在項目assests文件夾下
矩陣變換類
package test.com.opengles7_4; import android.opengl.Matrix; import java.nio.ByteBuffer; import java.nio.ByteOrder; import java.nio.FloatBuffer; import java.util.Stack; /** * Created by hbin on 2016/8/24. * 存儲系統矩陣狀態的類 */ public class MatrixState { private static float[] mProjMatrix = new float[16];//4x4矩陣 投影用 private static float[] mVMatrix = new float[16];//攝像機位置朝向9參數矩陣 private static float[] currMatrix;//當前變換矩陣 public static float[] lightLocationSun=new float[]{0,0,0};//太陽定位光光源位置 public static FloatBuffer cameraFB; public static FloatBuffer lightPositionFBSun; public static Stack星空繪制類mStack=new Stack ();//保護變換矩陣的棧 public static void setInitStack()//獲取不變換初始矩陣 { currMatrix=new float[16]; Matrix.setRotateM(currMatrix, 0, 0, 1, 0, 0); } public static void pushMatrix()//保護變換矩陣 { mStack.push(currMatrix.clone()); } public static void popMatrix()//恢復變換矩陣 { currMatrix=mStack.pop(); } public static void translate(float x,float y,float z)//設置沿xyz軸移動 { Matrix.translateM(currMatrix, 0, x, y, z); } public static void rotate(float angle,float x,float y,float z)//設置繞xyz軸移動 { Matrix.rotateM(currMatrix,0,angle,x,y,z); } //設置攝像機 public static void setCamera ( float cx, //攝像機位置x float cy, //攝像機位置y float cz, //攝像機位置z float tx, //攝像機目標點x float ty, //攝像機目標點y float tz, //攝像機目標點z float upx, //攝像機UP向量X分量 float upy, //攝像機UP向量Y分量 float upz //攝像機UP向量Z分量 ) { Matrix.setLookAtM ( mVMatrix, 0, cx, cy, cz, tx, ty, tz, upx, upy, upz ); float[] cameraLocation=new float[3];//攝像機位置 cameraLocation[0]=cx; cameraLocation[1]=cy; cameraLocation[2]=cz; ByteBuffer llbb = ByteBuffer.allocateDirect(3*4); llbb.order(ByteOrder.nativeOrder());//設置字節順序 cameraFB=llbb.asFloatBuffer(); cameraFB.put(cameraLocation); cameraFB.position(0); } //設置透視投影參數 public static void setProjectFrustum ( float left, //near面的left float right, //near面的right float bottom, //near面的bottom float top, //near面的top float near, //near面距離 float far //far面距離 ) { Matrix.frustumM(mProjMatrix, 0, left, right, bottom, top, near, far); } //設置正交投影參數 public static void setProjectOrtho ( float left, //near面的left float right, //near面的right float bottom, //near面的bottom float top, //near面的top float near, //near面距離 float far //far面距離 ) { Matrix.orthoM(mProjMatrix, 0, left, right, bottom, top, near, far); } //獲取具體物體的總變換矩陣 public static float[] getFinalMatrix() { float[] mMVPMatrix=new float[16]; Matrix.multiplyMM(mMVPMatrix, 0, mVMatrix, 0, currMatrix, 0); Matrix.multiplyMM(mMVPMatrix, 0, mProjMatrix, 0, mMVPMatrix, 0); return mMVPMatrix; } //獲取具體物體的變換矩陣 public static float[] getMMatrix() { return currMatrix; } //設置太陽光源位置的方法 public static void setLightLocationSun(float x,float y,float z) { lightLocationSun[0]=x; lightLocationSun[1]=y; lightLocationSun[2]=z; ByteBuffer llbb = ByteBuffer.allocateDirect(3*4); llbb.order(ByteOrder.nativeOrder());//設置字節順序 lightPositionFBSun=llbb.asFloatBuffer(); lightPositionFBSun.put(lightLocationSun); lightPositionFBSun.position(0); } }
package test.com.opengles7_4; import android.opengl.GLES20; import java.nio.ByteBuffer; import java.nio.ByteOrder; import java.nio.FloatBuffer; /** * Created by hbin on 2016/8/24. * 表示星空天球的類 */ public class Celestial { final float UNIT_SIZE=10.0f;//天球半徑 private FloatBuffer mVertexBuffer;//頂點坐標數據緩沖 int vCount=0;//星星數量 float yAngle;//天球繞Y軸旋轉的角度 float scale;//星星尺寸 String mVertexShader;//頂點著色器 String mFragmentShader;//片元著色器 int mProgram;//自定義渲染管線程序id int muMVPMatrixHandle;//總變換矩陣引用id int maPositionHandle; //頂點位置屬性引用id int uPointSizeHandle;//頂點尺寸參數引用 public Celestial(float scale,float yAngle,int vCount,MySurfaceView mv){ this.yAngle=yAngle; this.scale=scale; this.vCount=vCount; initVertexData(); initShader(mv); } public void initVertexData(){ //頂點坐標數據的初始化 float vertices[]=new float[vCount*3]; for(int i=0;i<vcount;i++){ 180="" 360="" 24.="" alvertix="new" anglespan="10f;//將球進行單位切分的角度" angletempjd="Math.PI*2*Math.random();" angletempwd="Math.PI*(Math.random()-0.5f);" arraylist="" by="" bytebuffer="" c="0;" created="" double="" final="" float="" floatbuffer="" gles20.glvertexattribpointer="" hangle="360;hAngle>0;hAngle=hAngle-angleSpan)//水平方向angleSpan度一份" hbin="" i="0;i<bh;i++)" id="" import="" int="" j="0;j<bw;j++)" llbb="ByteBuffer.allocateDirect(texCoor.length*4);" macamerahandle="GLES20.glGetUniformLocation(mProgram," manormalhandle="GLES20.glGetAttribLocation(mProgram," mapositionhandle="GLES20.glGetAttribLocation(mProgram," masunlightlocationhandle="GLES20.glGetUniformLocation(mProgram," matexcoorhandle="GLES20.glGetAttribLocation(mProgram," mfragmentshader="ShaderUtil.loadFromAssetsFile(" moon="" mprogram="ShaderUtil.createProgram(mVertexShader," mtexcoorbuffer="llbb.asFloatBuffer();" mummatrixhandle="GLES20.glGetUniformLocation(mProgram," mumvpmatrixhandle="GLES20.glGetUniformLocation(mProgram," mv="" mvertexbuffer="vbb.asFloatBuffer();//轉換為int型緩沖" mvertexshader="ShaderUtil.loadFromAssetsFile(" mysurfaceview="" new="" package="" param="" pre="" public="" result="new" return="" s="j*sizew;" shader="" sizeh="1.0f/bh;//行數" sizew="1.0f/bw;//列數" ss="=" string="" t="i*sizeh;" texcoor="generateTexCoor//獲取切分整圖的紋理數組" unit_size="0.5f;" upointsizehandle="GLES20.glGetUniformLocation(mProgram," vangle="90;vAngle>-90;vAngle=vAngle-angleSpan)//垂直方向angleSpan度一份" vbb="ByteBuffer.allocateDirect(vertices.length*4);" vcount="alVertix.size()/3;//頂點的數量為坐標值數量的1/3,因為一個頂點有3個坐標" void="" x1="(float)(xozLength*Math.cos(Math.toRadians(hAngle)));" x2="(float)(xozLength*Math.cos(Math.toRadians(hAngle)));" x3="(float)(xozLength*Math.cos(Math.toRadians(hAngle-angleSpan)));" x4="(float)(xozLength*Math.cos(Math.toRadians(hAngle-angleSpan)));" xozlength="r*UNIT_SIZE*Math.cos(Math.toRadians(vAngle));" y1="(float)(r*UNIT_SIZE*Math.sin(Math.toRadians(vAngle)));" y2="(float)(r*UNIT_SIZE*Math.sin(Math.toRadians(vAngle-angleSpan)));" y3="(float)(r*UNIT_SIZE*Math.sin(Math.toRadians(vAngle-angleSpan)));" y4="(float)(r*UNIT_SIZE*Math.sin(Math.toRadians(vAngle)));" z1="(float)(xozLength*Math.sin(Math.toRadians(hAngle)));" z2="(float)(xozLength*Math.sin(Math.toRadians(hAngle)));" z3="(float)(xozLength*Math.sin(Math.toRadians(hAngle-angleSpan)));" z4="(float)(xozLength*Math.sin(Math.toRadians(hAngle-angleSpan)));" data-cke-pa-on="">
地球繪制類
package test.com.opengles7_4; import android.opengl.GLES20; import java.nio.ByteBuffer; import java.nio.ByteOrder; import java.nio.FloatBuffer; import java.util.ArrayList; /** * Created by hbin on 2016/8/24. * 表示地球的類,采用多重紋理 */ public class Earth { int mProgram;//自定義渲染管線程序id int muMVPMatrixHandle;//總變換矩陣引用id int muMMatrixHandle;//位置、旋轉變換矩陣 int maCameraHandle; //攝像機位置屬性引用id int maPositionHandle; //頂點位置屬性引用id int maNormalHandle; //頂點法向量屬性引用id int maTexCoorHandle; //頂點紋理坐標屬性引用id int maSunLightLocationHandle;//光源位置屬性引用id int uDayTexHandle;//白天紋理屬性引用id int uNightTexHandle;//黑夜紋理屬性引用id String mVertexShader;//頂點著色器 String mFragmentShader;//片元著色器 FloatBuffer mVertexBuffer;//頂點坐標數據緩沖 FloatBuffer mTexCoorBuffer;//頂點紋理坐標數據緩沖 int vCount=0; public Earth(MySurfaceView mv,float r){ //初始化頂點坐標與著色數據 initVertexData(r); //初始化著色器 initShader(mv); } //初始化頂點坐標與紋理數據的方法 public void initVertexData(float r){ //頂點坐標數據的初始化================begin============================ final float UNIT_SIZE=0.5f; ArrayList<float> alVertix=new ArrayList<float>();//存放頂點坐標的ArrayList final float angleSpan=10f;//將球進行單位切分的角度 for(float vAngle=90;vAngle>-90;vAngle=vAngle-angleSpan){//垂直方向angleSpan度一份 for(float hAngle=360;hAngle>0;hAngle=hAngle-angleSpan){//水平方向angleSpan度一份 //縱向橫向各到一個角度後計算對應的此點在球面上的坐標 double xozLength=r*UNIT_SIZE*Math.cos(Math.toRadians(vAngle)); float x1=(float)(xozLength*Math.cos(Math.toRadians(hAngle))); float z1=(float)(xozLength*Math.sin(Math.toRadians(hAngle))); float y1=(float)(r*UNIT_SIZE*Math.sin(Math.toRadians(vAngle))); xozLength=r*UNIT_SIZE*Math.cos(Math.toRadians(vAngle-angleSpan)); float x2=(float)(xozLength*Math.cos(Math.toRadians(hAngle))); float z2=(float)(xozLength*Math.sin(Math.toRadians(hAngle))); float y2=(float)(r*UNIT_SIZE*Math.sin(Math.toRadians(vAngle-angleSpan))); xozLength=r*UNIT_SIZE*Math.cos(Math.toRadians(vAngle-angleSpan)); float x3=(float)(xozLength*Math.cos(Math.toRadians(hAngle-angleSpan))); float z3=(float)(xozLength*Math.sin(Math.toRadians(hAngle-angleSpan))); float y3=(float)(r*UNIT_SIZE*Math.sin(Math.toRadians(vAngle-angleSpan))); xozLength=r*UNIT_SIZE*Math.cos(Math.toRadians(vAngle)); float x4=(float)(xozLength*Math.cos(Math.toRadians(hAngle-angleSpan))); float z4=(float)(xozLength*Math.sin(Math.toRadians(hAngle-angleSpan))); float y4=(float)(r*UNIT_SIZE*Math.sin(Math.toRadians(vAngle))); //構建第一三角形 alVertix.add(x1);alVertix.add(y1);alVertix.add(z1); alVertix.add(x2);alVertix.add(y2);alVertix.add(z2); alVertix.add(x4);alVertix.add(y4);alVertix.add(z4); //構建第二三角形 alVertix.add(x4);alVertix.add(y4);alVertix.add(z4); alVertix.add(x2);alVertix.add(y2);alVertix.add(z2); alVertix.add(x3);alVertix.add(y3);alVertix.add(z3); }} vCount=alVertix.size()/3;//頂點的數量為坐標值數量的1/3,因為一個頂點有3個坐標 //將alVertix中的坐標值轉存到一個float數組中 float vertices[]=new float[vCount*3]; for(int i=0;i<alvertix.size();i++){ 180="" 360="" bytebuffer="" vbb="ByteBuffer.allocateDirect(vertices.length*4);" mvertexbuffer="vbb.asFloatBuffer();//轉換為int型緩沖" texcoor="generateTexCoor(//獲取切分整圖的紋理數組" llbb="ByteBuffer.allocateDirect(texCoor.length*4);" mtexcoorbuffer="llbb.asFloatBuffer();" public="" void="" mysurfaceview="" mvertexshader="ShaderUtil.loadFromAssetsFile(" ss="="" mfragmentshader="ShaderUtil.loadFromAssetsFile(" mprogram="ShaderUtil.createProgram(mVertexShader," id="" mapositionhandle="GLES20.glGetAttribLocation(mProgram," matexcoorhandle="GLES20.glGetAttribLocation(mProgram," manormalhandle="GLES20.glGetAttribLocation(mProgram," mumvpmatrixhandle="GLES20.glGetUniformLocation(mProgram," macamerahandle="GLES20.glGetUniformLocation(mProgram," masunlightlocationhandle="GLES20.glGetUniformLocation(mProgram," udaytexhandle="GLES20.glGetUniformLocation(mProgram," unighttexhandle="GLES20.glGetUniformLocation(mProgram," mummatrixhandle="GLES20.glGetUniformLocation(mProgram," int="" gles20.glvertexattribpointer="" result="new" float="" sizew="1.0f/bw;//列數" sizeh="1.0f/bh;//行數" c="0;" i="0;i<bh;i++){" j="0;j<bw;j++){" pre="" return="" s="j*sizew;" t="i*sizeh;">surface繪制類
package test.com.opengles7_4; import android.content.Context; import android.graphics.Bitmap; import android.graphics.BitmapFactory; import android.opengl.GLES20; import android.opengl.GLSurfaceView; import android.opengl.GLUtils; import android.view.MotionEvent; import java.io.IOException; import java.io.InputStream; import javax.microedition.khronos.egl.EGLConfig; import javax.microedition.khronos.opengles.GL10; /** * Created by hbin on 2016/8/24. */ public class MySurfaceView extends GLSurfaceView { private final float TOUCH_SCALE_FACTOR = 180.0f/320;//角度縮放比例 private SceneRenderer mRenderer;//場景渲染器 private float mPreviousX;//上次的觸控位置X坐標 private float mPreviousY;//上次的觸控位置Y坐標 int textureIdEarth;//系統分配的地球紋理id int textureIdEarthNight;//系統分配的地球夜晚紋理id int textureIdMoon;//系統分配的月球紋理id float yAngle=0;//太陽燈光繞y軸旋轉的角度 float xAngle=0;//攝像機繞X軸旋轉的角度 float eAngle=0;//地球自轉角度 float cAngle=0;//天球自轉的角度 public MySurfaceView(Context context) { super(context); this.setEGLContextClientVersion(2); //設置使用OPENGL ES2.0 mRenderer = new SceneRenderer(); //創建場景渲染器 setRenderer(mRenderer); //設置渲染器 setRenderMode(GLSurfaceView.RENDERMODE_CONTINUOUSLY);//設置渲染模式為主動渲染 } //觸摸事件回調方法 @Override public boolean onTouchEvent(MotionEvent e) { float x = e.getX(); float y = e.getY(); switch (e.getAction()) { case MotionEvent.ACTION_MOVE: //觸控橫向位移太陽繞y軸旋轉 float dx = x - mPreviousX;//計算觸控筆X位移 yAngle += dx * TOUCH_SCALE_FACTOR;//設置太陽繞y軸旋轉的角度 float sunx=(float)(Math.cos(Math.toRadians(yAngle))*100); float sunz=-(float)(Math.sin(Math.toRadians(yAngle))*100); MatrixState.setLightLocationSun(sunx,5,sunz); //觸控縱向位移攝像機繞x軸旋轉 -90~+90 float dy = y - mPreviousY;//計算觸控筆Y位移 xAngle += dy * TOUCH_SCALE_FACTOR;//設置太陽繞y軸旋轉的角度 if(xAngle>90) { xAngle=90; } else if(xAngle<-90) { xAngle=-90; } float cy=(float) (7.2*Math.sin(Math.toRadians(xAngle))); float cz=(float) (7.2*Math.cos(Math.toRadians(xAngle))); float upy=(float) Math.cos(Math.toRadians(xAngle)); float upz=-(float) Math.sin(Math.toRadians(xAngle)); MatrixState.setCamera(0, cy, cz, 0, 0, 0, 0, upy, upz); } mPreviousX = x;//記錄觸控筆位置 mPreviousY = y; return true; } private class SceneRenderer implements GLSurfaceView.Renderer{ Earth earth;//地球 Moon moon;//月球 Celestial cSmall;//小星星天球 Celestial cBig;//大星星天球 @Override public void onSurfaceCreated(GL10 gl, EGLConfig config) { //設置屏幕背景色RGBA GLES20.glClearColor(0.0f, 0.0f, 0.0f, 1.0f); //創建地球對象 earth=new Earth(MySurfaceView.this,2.0f); //創建月球對象 moon=new Moon(MySurfaceView.this,1.0f); //創建小星星天球對象 cSmall=new Celestial(1,0,1000,MySurfaceView.this); //創建大星星天球對象 cBig=new Celestial(2,0,500,MySurfaceView.this); //打開深度檢測 GLES20.glEnable(GLES20.GL_DEPTH_TEST); //初始化變換矩陣 MatrixState.setInitStack(); } @Override public void onSurfaceChanged(GL10 gl, int width, int height) { //設置視窗大小及位置 GLES20.glViewport(0, 0, width, height); //計算GLSurfaceView的寬高比 Constant.ratio= (float) width / height; //調用此方法計算產生透視投影矩陣 MatrixState.setProjectFrustum(-Constant.ratio, Constant.ratio, -1, 1, 4f, 100); //調用此方法產生攝像機9參數位置矩陣 MatrixState.setCamera(0,0,7.2f,0f,0f,0f,0f,1.0f,0.0f); //打開背面剪裁 GLES20.glEnable(GLES20.GL_CULL_FACE); //初始化紋理 textureIdEarth=initTexture(R.mipmap.earth); textureIdEarthNight=initTexture(R.mipmap.earthn); textureIdMoon=initTexture(R.mipmap.moon); //設置太陽燈光的初始位置 MatrixState.setLightLocationSun(100,5,0); //啟動一個線程定時旋轉地球、月球 new Thread() { public void run() { while(Constant.threadFlag) { //地球自轉角度 eAngle=(eAngle+2)%360; //天球自轉角度 cAngle=(cAngle+0.2f)%360; try { Thread.sleep(100); } catch (InterruptedException e) { e.printStackTrace(); } } } }.start(); } @Override public void onDrawFrame(GL10 gl) { //清除深度緩沖與顏色緩沖 GLES20.glClear( GLES20.GL_DEPTH_BUFFER_BIT | GLES20.GL_COLOR_BUFFER_BIT); //保護現場 MatrixState.pushMatrix(); //地球自轉 MatrixState.rotate(eAngle, 0, 1, 0); //繪制紋理圓球 earth.drawSelf(textureIdEarth,textureIdEarthNight); //推坐標系到月球位置 MatrixState.translate(2f, 0, 0); //月球自轉 MatrixState.rotate(eAngle, 0, 1, 0); //繪制月球 moon.drawSelf(textureIdMoon); //恢復現場 MatrixState.popMatrix(); //保護現場 MatrixState.pushMatrix(); MatrixState.rotate(cAngle, 0, 1, 0); cSmall.drawSelf(); cBig.drawSelf(); //恢復現場 MatrixState.popMatrix(); } } public int initTexture(int drawableId)//textureId { //生成紋理ID int[] textures = new int[1]; GLES20.glGenTextures ( 1, //產生的紋理id的數量 textures, //紋理id的數組 0 //偏移量 ); int textureId=textures[0]; GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureId); GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER,GLES20.GL_NEAREST); GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D,GLES20.GL_TEXTURE_MAG_FILTER,GLES20.GL_LINEAR); GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S,GLES20.GL_CLAMP_TO_EDGE); GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T,GLES20.GL_CLAMP_TO_EDGE); //通過輸入流加載圖片===============begin=================== InputStream is = this.getResources().openRawResource(drawableId); Bitmap bitmapTmp; try { bitmapTmp = BitmapFactory.decodeStream(is); } finally { try { is.close(); } catch(IOException e) { e.printStackTrace(); } } //通過輸入流加載圖片===============end===================== //實際加載紋理 GLUtils.texImage2D ( GLES20.GL_TEXTURE_2D, //紋理類型,在OpenGL ES中必須為GL10.GL_TEXTURE_2D 0, //紋理的層次,0表示基本圖像層,可以理解為直接貼圖 bitmapTmp, //紋理圖像 0 //紋理邊框尺寸 ); bitmapTmp.recycle(); //紋理加載成功後釋放圖片 return textureId; } }效果圖:
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